At least 2 games use an animation format with the extension .brp: FX Fighter and Alien Odyssey, both by Argonaut. The general container formats used in both games are similar, but differing fourccs inside may indicate that the games used different video coding algorithms (which are presently unknown).

All multi-byte numbers are little endian. The fourcc chunk format is as follows:

There are 2 known versions: 1 and 2. The version 1 file proceeds as follows:

bytes 48-55 unknown

A version 2 file header proceeds with a BASF chunk which appears to have an unknown 8-byte payload. This is followed by a 'ASF\0' chunk which has an 0x18-byte payload. Bytes 8-15 of this payload appear to be the 8 bytes of the DOS base filename (e.g., file 'foo.brp' would contain 'foo' with 5 0s after). The rest of the payload is unknown. The next 4 bytes of a v2 header contains the length of the remainder of the header, minus 12 bytes. An audio sample rate sits occupies 2 bytes in the space 16 bytes after these four bytes. The rest of the header is unknown. However, the presence of what looks like an audio sampling rate strongly indicates that these files carry audio data.

Following the header is a 'PAL8' chunk (presumably, this would only occur in a 8-bit file if other bit depth files exist). This chunk contains full 8-bit RGB palette triplets.

The video frames follow the header and palette chunk. In F/X Fighter, there are 2 frame types: AVCF and ALCD. Based on their relative occurrence frequencies, AVCF frames may be intracoded while ALCD frames
are intercoded.